using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

#if WINDOWS_PHONE

using Microsoft.Xna.Framework.Input.Touch;

#endif


namespace PointAndDestruct
{

    class GameObject
    {
        public Rectangle rect;
        public Texture2D sprite;
        public bool active;
        public int speed;
    }
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        GameObject player = new GameObject();

        Texture2D targetSprite;

        int targetSpamTime = 0;
        int spamTime = 2000;
        int spamCount = 0;
        int mousePosX, mousePosY;

        Random rand = new Random();

        MouseState mouseStateCurrent, mouseStatePrevious;
        GamePadState gamepadState;

        List<GameObject> enemyList = new List<GameObject>();

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            this.IsMouseVisible = true;

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            targetSprite = Content.Load<Texture2D>("LRTarget");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {

            targetSpamTime += gameTime.ElapsedGameTime.Milliseconds;

            if (targetSpamTime >= spamTime)
            {
                targetSpamTime = 0;

                GameObject tempObj = new GameObject();
                tempObj.sprite = targetSprite;
                spamCount++;

                tempObj.rect = new Rectangle(rand.Next(40, graphics.GraphicsDevice.Viewport.Width - 40),
                                             rand.Next(40, graphics.GraphicsDevice.Viewport.Height - 40),
                                             40,
                                             40);
                                                        
                tempObj.speed = -3;
                tempObj.active = true;

                enemyList.Add(tempObj);
            }

            if (spamCount >= 10)
            { spamTime = 400; }

#if WINDOWS
            mouseStateCurrent = Mouse.GetState();

            for (int i = 0; i < enemyList.Count; i++)
            {
                if (mouseStateCurrent.LeftButton == ButtonState.Pressed)
                {
                    if (mouseStateCurrent.X >= enemyList[i].rect.X && 
                        mouseStateCurrent.X <= enemyList[i].rect.X+40 && 
                        mouseStateCurrent.Y <= enemyList[i].rect.Y+40 && 
                        mouseStateCurrent.Y >= enemyList[i].rect.Y)
                   enemyList.RemoveAt(i);
                }
            }
#endif

#if WINDOWS || XBOX

           gamepadState = GamePad.GetState(PlayerIndex.One);
           mousePosX = mouseStateCurrent.X;
           mousePosY = mouseStateCurrent.Y;

           #region GamePad DPad
           if (gamepadState.IsButtonDown(Buttons.DPadLeft))
            {
                Mouse.SetPosition(mousePosX -= 1, mousePosY);
            }

            else if (gamepadState.IsButtonDown(Buttons.DPadRight))
            {
                Mouse.SetPosition(mousePosX += 1, mousePosY);
            }

            else if (gamepadState.IsButtonDown(Buttons.DPadDown))
            {
                Mouse.SetPosition(mousePosX, mousePosY -= 1);
            }

            else if (gamepadState.IsButtonDown(Buttons.DPadUp))
            {
                Mouse.SetPosition(mousePosX, mousePosY += 1);
            }
           #endregion


           Mouse.SetPosition(mousePosX + gamepadState.Thumbsticks.Left.X * 0.01f, mousePosY + gamepadState.Thumbsticks.Left.Y * 0.01f);
#endif

#if WINDOWS_PHONE
            
            TouchCollection curTouches = TouchPanel.GetState();

            foreach (TouchLocation location in curTouches)
                {
                    for (int i = 0; i < enemyList.Count; i++)
                     {
                         if (location.State == TouchLocationState.Pressed &&
                            location.Position.X >= enemyList[i].rect.X && 
                            location.Position.X <= enemyList[i].rect.X+40 && 
                            location.Position.Y <= enemyList[i].rect.Y+40 && 
                            location.Position.Y >= enemyList[i].rect.Y)
                             {
                                   enemyList.RemoveAt(i);
                             }
                      }
                }
#endif

           if (enemyList.Count > 10)
            {this.Exit();}


            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            mouseStatePrevious = mouseStateCurrent;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            spriteBatch.Begin();

            for (int i = 0; i < enemyList.Count; i++)
            {
                if (enemyList[i].active)
                {
                    spriteBatch.Draw(enemyList[i].sprite, enemyList[i].rect, Color.White);
                }
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
